Commit 54f0d3f7 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Add a function for initializing surface sysmem.

parent 7c2e0961
......@@ -6514,7 +6514,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice*
return WINED3D_OK;
}
static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRESENT_PARAMETERS* pPresentationParameters)
static HRESULT updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRESENT_PARAMETERS* pPresentationParameters)
{
IWineD3DDeviceImpl *device = surface->resource.wineD3DDevice;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
......@@ -6567,12 +6567,14 @@ static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRESENT
surface->resource.allocatedMemory = NULL;
surface->resource.heapMemory = NULL;
surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
/* INDRAWABLE is a sane place for implicit targets after the reset, INSYSMEM is more appropriate for depth stencils. */
if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
IWineD3DSurface_ModifyLocation((IWineD3DSurface *) surface, SFLAG_INSYSMEM, TRUE);
} else {
IWineD3DSurface_ModifyLocation((IWineD3DSurface *) surface, SFLAG_INDRAWABLE, TRUE);
/* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
* to a FBO */
if(!surface_init_sysmem((IWineD3DSurface *) surface))
{
return E_OUTOFMEMORY;
}
return WINED3D_OK;
}
static HRESULT WINAPI reset_unload_resources(IWineD3DResource *resource, void *data) {
......@@ -6830,12 +6832,28 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRE
swapchain->presentParms.BackBufferWidth = pPresentationParameters->BackBufferWidth;
swapchain->presentParms.BackBufferHeight = pPresentationParameters->BackBufferHeight;
updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
hr = updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
if(FAILED(hr))
{
IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
return hr;
}
for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
hr = updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
if(FAILED(hr))
{
IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
return hr;
}
}
if(This->auto_depth_stencil_buffer) {
updateSurfaceDesc((IWineD3DSurfaceImpl *)This->auto_depth_stencil_buffer, pPresentationParameters);
hr = updateSurfaceDesc((IWineD3DSurfaceImpl *)This->auto_depth_stencil_buffer, pPresentationParameters);
if(FAILED(hr))
{
IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
return hr;
}
}
}
......
......@@ -820,6 +820,30 @@ static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
This->Flags &= ~SFLAG_PBO;
}
BOOL surface_init_sysmem(IWineD3DSurface *iface)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
if(!This->resource.allocatedMemory)
{
This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
if(!This->resource.heapMemory)
{
ERR("Out of memory\n");
return FALSE;
}
This->resource.allocatedMemory =
(BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
}
else
{
memset(This->resource.allocatedMemory, 0, This->resource.size);
}
IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
return TRUE;
}
static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
IWineD3DBaseTexture *texture = NULL;
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
......@@ -836,18 +860,12 @@ static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
* or depth stencil. The content may be destroyed, but we still have to tear down
* opengl resources, so we cannot leave early.
*
* Put the most up to date surface location into the drawable. D3D-wise this content
* is undefined, so it would be nowhere, but that would make the location management
* more complicated. The drawable is a sane location, because if we mark sysmem or
* texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
* uninitialized drawable. That's pointless and we'd have to allocate the texture /
* sysmem copy here.
* Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
* but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
* or the depth stencil into an FBO the texture or render buffer will be removed
* and all flags get lost
*/
if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
} else {
IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
}
surface_init_sysmem(iface);
} else {
/* Load the surface into system memory */
IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
......
......@@ -1726,6 +1726,7 @@ typedef struct IWineD3DBaseTextureClass
} IWineD3DBaseTextureClass;
void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
typedef struct IWineD3DBaseTextureImpl
{
......
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